Good Morning
Need help with an option I want to activate, As individual goes digging , but why can not I select this option when multiple dig activate
Pls help
Gruß
Posted 09 September 2015 - 12:40 PM
Good Morning
Need help with an option I want to activate, As individual goes digging , but why can not I select this option when multiple dig activate
Pls help
Gruß
Posted 09 September 2015 - 01:49 PM
how do I do that?
strange is that there are DigIn and DigInTrigger
Posted 09 September 2015 - 04:54 PM
<?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude"> <!-- Infanterietrupp --> <Tags></Tags> <Includes> <Include type="all" source="ART:SquadMarkGURif.w3x" /> <Include type="all" source="ART:FXRifle_FP.w3x" /> <Include type="instance" source="DATA:BaseObjects/BaseSquad.xml" /> </Includes> <GameObject id="GDIRifleSoldierSquad" inheritFrom="BaseSquad" SelectPortrait="Portrait_GDIRiflemanSquad" ButtonImage="Portrait_GDIRiflemanSquad" Side="GDI" EditorSorting="UNIT" TransportSlotCount="1" BuildCost="300" BuildTime="3" CommandSet="GDIRifleSoldierSquadCommandSet" CommandPoints="100" KindOf="SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND PATH_THROUGH_INFANTRY CAN_CAPTURE CAN_BE_FAVORITE_UNIT SCORE" RadarPriority="UNIT" IsTrainable="true" FormationWidth="2" FormationDepth="1" ThreatLevel="10" ProductionQueueType="INFANTRY" UnitCategory="INFANTRY" WeaponCategory="GUN" EditorName="GDIRifleSoldierSquad" Description="Desc:GDIRiflemanSquad" TypeDescription="Type:GDIRiflemanSquad" UnitTypeIcon="RiflemenIcon"> <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIRiflemanSquad</DisplayName> <DisplayUpgrade>Upgrade_GDICompositeArmor</DisplayUpgrade> <ArmorSet Armor="NoArmor" /> <LocomotorSet Locomotor="NormalRangedSquadLocomotor" Condition="NORMAL" Speed="60" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" /> <Draws> <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true" DependencySharedModelFlags="EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="FXRifle_FP" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="WORLD_BUILDER"> <Model Name="SquadMarkGURif" /> </ModelConditionState> </ScriptedModelDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHardpoint ID="1" AllowInterleavedFiring="false" InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE" WeaponChoiceCriteria="PREFER_MOST_DAMAGE"> <Weapon Ordering="PRIMARY_WEAPON" Template="GDIRifleSquadGunRangefinder" /> </WeaponSlotHardpoint> </WeaponSetUpdate> <StealthDetectorUpdate id="ModuleTag_StealthDetect" DetectionRange="100.0" /> <Physics id="ModuleTag_Physics"> </Physics> <HordeContain id="ModuleTag_HordeContain" FrontAngle="4.7123" FlankedDelaySeconds="2.0" ShowPips="false" Formation="MAIN" MeleeAttackLeashDistance="1" Slots="6" ObjectStatusOfContained="" ConditionForEntry="INVALID"> <PassengerFilter Rule="NONE" Include="INFANTRY" /> <DieMuxData /> <InitialPayload Name="GDIRifleSoldier" Count="6" /> <MeleeBehavior Type="AMOEBA" /> <RandomOffset x="0" y="0" /> <RankInfo RankID="1" UnitType="GDIRifleSoldier"> <Position X="0" Y="10" /> <Position X="10" Y="0" /> <Position X="10" Y="-10" /> </RankInfo> <RankInfo RankID="2" UnitType="GDIRifleSoldier"> <Position X="-10" Y="-10" /> <Position X="-10" Y="0" /> <Position X="0" Y="-20" /> </RankInfo> <RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking> <RankToReleaseWhenAttacking>2</RankToReleaseWhenAttacking> </HordeContain> <OCLSpecialPower id="SpecialPower_DigInTrigger" SpecialPowerTemplate="SpecialPowerInfantryDigInTrigger" UpdateModuleStartsAttack="true" OCL="OCL_GDIInfantryDigInTrigger" CreateLocation="CREATE_AT_LOCATION" RegisterObjectsWithSpecialAbilityUpdate="true" /> <SpecialAbilityUpdate id="SpecialPower_DigInTriggerUpdate" SpecialPowerTemplate="SpecialPowerInfantryDigInTrigger" PreparationTime="5s" Options="CHECK_CHAINED_COMMAND SHOW_PREPARATION_PROGRESS DESTROY_OCL_REGISTERED_OBJECTS_ON_EXIT" StartAbilityRange="15" UnpackingVariation="1" ChainedButton="Command_GDIDigIn" /> <CreateAndEnterObjectSpecialPower id="ModuleTag_InfantryDigIn" SpecialPowerTemplate="SpecialPowerInfantryDigIn" OCL="OCL_GDIInfantryDigIn" CreateLocation="CREATE_AT_LOCATION" /> <AISpecialPowerUpdate id="ModuleTag_InfantryDigInAI" CommandButtonName="Command_GDIDigInTrigger" SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" /> <ModelConditionUpgrade id="ModuleTag_ArmorCompositeModelCondition" Permanent="true" AddConditionFlags="UPGRADED_ARMOR"> <TriggeredBy>Upgrade_GDICompositeArmor</TriggeredBy> </ModelConditionUpgrade> <ProductionUpdate id="ModuleTag_ProductionUpdate" GiveNoXP="true" /> <xi:include href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" /> <xi:include href="DATA:Includes/GDICallForTransport.xml" /> <xi:include href="DATA:Includes/GDICallForTransportAI.xml" /> <xi:include href="DATA:Includes/CaptureBehavior.xml" xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" /> </Behaviors> <AI> <HordeAIUpdate id="ModuleTag_HordeAIUpdate" AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS" MinCowerTime="3s" MaxCowerTime="5s" CanAttackWhileContained="true"> <UnitAITargetChooserData SympathyRange="100.0" /> </HordeAIUpdate> </AI> <Body> <ImmortalBody id="ModuleTag_ImmortalBody" MaxHealth="1.0" /> </Body> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="20.0" MinorRadius="25.0" Height="13.0"> </Shape> </Geometry> <VisionInfo VisionRange="350" ShroudClearingRange="500" /> </GameObject> </AssetDeclaration>
<SpecialPowerButton Id="Command_GDIDigInTrigger"> <State Image="Button_AbilityDigIn" Title="NAME:AbilityDigIn" Description="DESC:AbilityDigIn"/> </SpecialPowerButton>
<SpecialPowerTemplate id="SpecialPowerInfantryDigInTrigger" TargetType="NONE" ReloadTime="10s" Money="-100" RadiusCursorRadius="30" ForbiddenObjectRange="32" Flags="NOT_CLIFF_CELL PATHABLE_ONLY NO_FORBIDDEN_OBJECTS DISABLE_FOR_MULTIPLE_SELECTION USE_CHAINED_COMMAND_MONEY" NameOfVoiceNameToUseAsInitiateIntendToDoVoice="InitiateMoveToPositionAndEvacuate"> <ForbiddenObjectFilter Rule="ANY" Include="STRUCTURE TIBERIUM"> <IncludeThing>GDIDigInBuildingPlaceholder</IncludeThing> </ForbiddenObjectFilter> </SpecialPowerTemplate> <SpecialPowerTemplate id="SpecialPowerInfantryDigIn" TargetType="LOCATION" ReloadTime="10s" Money="-100"/>
<LogicCommandSet id="GDIRifleSoldierSquadCommandSet"> <Cmd>Command_StanceDrillDown</Cmd> <Cmd>Command_GDICallForTransportInfantry</Cmd> <Cmd>Command_GDIDigInTrigger</Cmd> <Cmd>Command_AttackMove</Cmd> </LogicCommandSet> <LogicCommandSet id="GDIRifleSoldierSquadCommandSet_Capture"> <Cmd>Command_StanceDrillDown</Cmd> <Cmd>Command_GDICallForTransportInfantry</Cmd> <Cmd>Command_GDIDigInTrigger</Cmd> <Cmd>Command_AttackMove</Cmd> </LogicCommandSet>
where I had to change it?
Posted 09 September 2015 - 08:53 PM
"DISABLE_FOR_MULTIPLE_SELECTION" is in the special power template flags.
Posted 10 September 2015 - 10:54 AM
Thank You
it is enable
Edited by Hideyasu, 10 September 2015 - 10:55 AM.
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